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View topic - Mega Man 2 - Development Thread

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  • Joined: 20 Apr 2011
  • Posts: 23
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Post Posted: Sat Apr 09, 2016 1:25 am
gvx32, it's worth noting that Metal Man's stage is also beatable.

I tested it in my Tectoy Mega Drive II using Mega Everdrive and everything seems to run fine.

I'm not a very acknowledged Megaman player, but AFAIK the physics are intact.

The sound is incredibly good and true to original, Gustavo did a very well done job.

Couldn't test yet the Neo Myth MD because its flash is a bitch to write over. I always need to reflash all the games if I only decide to add or replace just a single rom.
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  • Joined: 13 Jul 2006
  • Posts: 28
  • Location: Rio de Janeiro - Brazil
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Post Posted: Sun Apr 10, 2016 4:00 am
Cool, we can walk around now! Controls felt very accurate to me, even though I played the original games very little.

One thing that bothers a little is how the leftmost column switches between visible and hidden depending on the type of scrolling. Can't you just leave it permanently disabled like most SMS games do? Does the original game ever display anything important in there?
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  • Joined: 01 Feb 2014
  • Posts: 546
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Post Posted: Sun Apr 10, 2016 6:53 am
tokumaru wrote
One thing that bothers a little is how the leftmost column switches between visible and hidden depending on the type of scrolling. Can't you just leave it permanently disabled like most SMS games do? Does the original game ever display anything important in there?

Also when running it on real hardware and displaying it on a CRT, the leftmost column will more often than not at least partly be outside the visible screen area.
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  • Joined: 17 Sep 2013
  • Posts: 116
  • Location: Gravataí, RS, Brazil
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Post Posted: Sun Apr 10, 2016 2:07 pm
dplc81 wrote
gvx32, it's worth noting that Metal Man's stage is also beatable.

I tested it in my Tectoy Mega Drive II using Mega Everdrive and everything seems to run fine.

I'm not a very acknowledged Megaman player, but AFAIK the physics are intact.

The sound is incredibly good and true to original, Gustavo did a very well done job.

Couldn't test yet the Neo Myth MD because its flash is a bitch to write over. I always need to reflash all the games if I only decide to add or replace just a single rom.


Thank you. Yes, I noticed that Metalman's stage is also beteable shrotly after I updated the page.

tokumaru wrote
Cool, we can walk around now! Controls felt very accurate to me, even though I played the original games very little.

One thing that bothers a little is how the leftmost column switches between visible and hidden depending on the type of scrolling. Can't you just leave it permanently disabled like most SMS games do? Does the original game ever display anything important in there?


I don't think that the original have some important thing there. But I will not change it. Alex Kidd in Miracle World does the same thing. I did however find a little distracting during a horizontal transition between two sections that don't scroll, but for then, I'm planning on hide the garbage on screen using sprites, that way, a can make a bar only 4 pixels wide.
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  • Joined: 23 Sep 2016
  • Posts: 20
  • Location: Arkansas
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Post Posted: Fri Sep 23, 2016 4:14 pm
I hear that due to the way the game is made, metatiles can be solid or background, so this will make upward scrolling impossible. How will Crash Man's stage and Wood Man's stage be completeable?

Also, if you do ever want upgraded graphics for the game, to show off what the Master System can do, you have a more than willing sprite artist here.
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  • Joined: 17 Sep 2013
  • Posts: 116
  • Location: Gravataí, RS, Brazil
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Post Posted: Fri Sep 23, 2016 6:21 pm
Right now they are. But the next update will include ladders, so, scroll upwards will be possible.

About the graphics, I dont want to think about it right now.
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  • Joined: 17 Sep 2013
  • Posts: 116
  • Location: Gravataí, RS, Brazil
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New update after just 4 years
Post Posted: Wed Mar 25, 2020 1:45 am
This one includes:
Ladders, Sound effects and Shooting with two guns: Buster and Metal Blades.

Also, the engine was deeply modified:
Megaman tiles are now loaded on the fly, since the Master System can't handle mirror of sprites, preloading all tiles with mirror copies would fill too much memory. With this change, the time in the vBlank became very strict, so now new columns on the name table are loaded on active screen, for that, the scrolling routines must now lock the visual scroll in a multiple of 8 position whenever it must load a new colum, while still keeping the logical scroll, used for other calculations.

The rom is included with the source code.


https://www.smspower.org/Homebrew/MegaMan2-SMS
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  • Joined: 21 Oct 2015
  • Posts: 209
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Post Posted: Wed Mar 25, 2020 11:49 am
gvx32 wrote
This one includes:
Ladders, Sound effects and Shooting with two guns: Buster and Metal Blades.

Also, the engine was deeply modified:
Megaman tiles are now loaded on the fly, since the Master System can't handle mirror of sprites, preloading all tiles with mirror copies would fill too much memory. With this change, the time in the vBlank became very strict, so now new columns on the name table are loaded on active screen, for that, the scrolling routines must now lock the visual scroll in a multiple of 8 position whenever it must load a new colum, while still keeping the logical scroll, used for other calculations.

The rom is included with the source code.


https://www.smspower.org/Homebrew/MegaMan2-SMS


WOW!!!
very nice, thanks !
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  • Joined: 30 Nov 2017
  • Posts: 1
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Post Posted: Fri Sep 25, 2020 2:19 am
gvx32 wrote
This one includes:
Ladders, Sound effects and Shooting with two guns: Buster and Metal Blades.

Also, the engine was deeply modified:
Megaman tiles are now loaded on the fly, since the Master System can't handle mirror of sprites, preloading all tiles with mirror copies would fill too much memory. With this change, the time in the vBlank became very strict, so now new columns on the name table are loaded on active screen, for that, the scrolling routines must now lock the visual scroll in a multiple of 8 position whenever it must load a new colum, while still keeping the logical scroll, used for other calculations.

The rom is included with the source code.


What a wonderful surprise!!! I was afraid that this project had been abandoned! I tried it out tonight and was blown away by the great work on display here!! Keep it up, I can't wait to play this on real hardware someday!
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  • Joined: 17 Sep 2013
  • Posts: 116
  • Location: Gravataí, RS, Brazil
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Post Posted: Sun Sep 27, 2020 4:13 pm
NewHorizon wrote
gvx32 wrote
This one includes:
Ladders, Sound effects and Shooting with two guns: Buster and Metal Blades.

Also, the engine was deeply modified:
Megaman tiles are now loaded on the fly, since the Master System can't handle mirror of sprites, preloading all tiles with mirror copies would fill too much memory. With this change, the time in the vBlank became very strict, so now new columns on the name table are loaded on active screen, for that, the scrolling routines must now lock the visual scroll in a multiple of 8 position whenever it must load a new colum, while still keeping the logical scroll, used for other calculations.

The rom is included with the source code.


What a wonderful surprise!!! I was afraid that this project had been abandoned! I tried it out tonight and was blown away by the great work on display here!! Keep it up, I can't wait to play this on real hardware someday!


Thank you. Next Update coming soon (maybe 2 months or so :D).
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  • Joined: 13 Apr 2005
  • Posts: 210
  • Location: Aracruz - ES, Brazil
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Post Posted: Tue Sep 29, 2020 5:16 am
Rise from your game!! Welcome back to the action. :)


I hope, in some point in the future when the project being close to be completed, some bonus could be added, including:


1) Various controllers options: Let the game recognize the connected controller.
If a SMS controle is recognized at port 1, a controller connected at port 2 can be used to let the player use the buttons of that controller to pause in the same way of Wonder Boy in Monster Land and Wonder Boy III. Or recognize if a Mega Drive / Genesis controller is at port 1 to make use of the Start Button.


2) Region detect.
If the game is running on a japanese BIOS, the game could change the language and graphics (I would love to see the "Rockman" logo instead of the "Star Wars" style logo at the title screen... Or even try to add some kind of easter egg and put the "Megaman 2" title in Rockman style like in Wily Wars...).


3) Easter Eggs.
Be able to play as Helmet-less Megaman (as in PS1's Rockman Complete Works) and as Roll (as in the japanese cellphone port of Rockman 1) as sprite-swap of the original graphics.
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  • Joined: 02 Mar 2011
  • Posts: 68
  • Location: Valencia,Spain.
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Post Posted: Tue Sep 29, 2020 12:27 pm
gvx32 thanks for working in such a wonderful project.

It would be awesome to enjoy this game in our favourite consoles.
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